Donkey Kong (SSBU)/Up special: Difference between revisions
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{{disambig2|the hitbox visualization in ''Super Smash Bros. Ultimate''|the move itself|Spinning Kong}} | {{disambig2|the hitbox visualization in ''Super Smash Bros. Ultimate''|the move itself|Spinning Kong}} | ||
[[File:DonkeyKongSpinningKongGroundedSSBU.gif|400px|thumb | [[File:DonkeyKongSpinningKongGroundedSSBU.gif|400px|thumb|Hitbox visualization showing Donkey Kong's grounded up special, [[Spinning Kong]].]] | ||
[[File:DonkeyKongSpinningKongAerialSSBU.gif|400px|thumb | [[File:DonkeyKongSpinningKongAerialSSBU.gif|400px|thumb|Hitbox visualization showing Donkey Kong's aerial up special, [[Spinning Kong]].]] | ||
==Overview== | ==Overview== | ||
Donkey Kong rapidly spins around, trapping opponents and damaging them with a series of discus clotheslines and spinning backfists before launching them. The grounded version grants Donkey Kong super armor on frame 5, making it a reliable tool for powering through many moves. The grounded version is also a potent KO option, especially at ledge, being able to even KO heavy characters around 70%-80% when used on Battlefield's ledge. Donkey Kong is immune to most windboxes during the move. | |||
Although the aerial version is a poor recovery tool, it has much faster startup than the grounded version, covers generally more space around him, and has far more active frames. This makes it a potent "get off me" option, as well as a surprisingly effective combo breaker due to its frame 1 hurtbox shift, which is made more impressive by comparison of his poor air dodge. The aerial version also has [https://www.youtube.com/watch?v=r0AqTD6B9OQ application] as an out of shield option due to its large hitboxes covering both sides of Donkey Kong, though it is far less safe on whiff than other options like back aerial. | |||
==Hitboxes== | ==Hitboxes== |
Latest revision as of 08:22, September 6, 2024
Overview[edit]
Donkey Kong rapidly spins around, trapping opponents and damaging them with a series of discus clotheslines and spinning backfists before launching them. The grounded version grants Donkey Kong super armor on frame 5, making it a reliable tool for powering through many moves. The grounded version is also a potent KO option, especially at ledge, being able to even KO heavy characters around 70%-80% when used on Battlefield's ledge. Donkey Kong is immune to most windboxes during the move.
Although the aerial version is a poor recovery tool, it has much faster startup than the grounded version, covers generally more space around him, and has far more active frames. This makes it a potent "get off me" option, as well as a surprisingly effective combo breaker due to its frame 1 hurtbox shift, which is made more impressive by comparison of his poor air dodge. The aerial version also has application as an out of shield option due to its large hitboxes covering both sides of Donkey Kong, though it is far less safe on whiff than other options like back aerial.
Hitboxes[edit]
Grounded[edit]
Aerial[edit]
Timing[edit]
Grounded[edit]
Super armor | 5-17 |
---|---|
Lower arm intangible | 19-24 |
Hit 1 | 19 |
Hits 2-6 | 25-27, 32-33, 40-42, 49-50, 55-58 |
Final hit | 62 |
Interruptible | 105 |
Animation length | 114 |
Hitboxes | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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Body | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Lower arm |
Aerial[edit]
The move enables ledge grabs from both sides starting on frame 14.
Lower arms intangible | 10-38 |
---|---|
Hit 1 | 4-6 |
Hits 2-7 | 10-12, 13-14, 15-17, 18-19, 20-21, 22-24 |
Hits 8-13 | 25-26, 27-29, 30-31, 32-33, 34-36, 37-38 |
Final hit | 39-43 |
Animation length | 70 |
Hitboxes | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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Lower arms |
Landing[edit]
Interruptible | 39 |
---|---|
Animation length | 65 |
Lag time |
Hitbox |
Hitbox change |
Vulnerable |
Intangible |
Armour |
Interruptible |
Parameters[edit]
If Donkey Kong lands from the aerial version before undergoing helplessness, he transitions to frame 63 of the grounded version.
Ground acceleration | 0.034 |
---|---|
Ground friction | 0.015 |
Maximum ground speed | 1.1 |
Ground friction after last hit | 0.04 |
Initial vertical speed in midair | 0.9 |
Air acceleration | 0.05 |
Maximum air speed | 1.7 |
Gravity multiplier | 0.07 |
Helplessness landing lag | 38 frames |
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